// Behavior originally contributed by Natfoth.
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.
//

#region Summary and Documentation
// Kill/Collect things within the Water
// ##Syntax##
// QuestId: Id of the quest.
// NpcID: MobId of the vehicle before it is mounted.
// ObjectID, ObjectID2, ObjectID3: Mob of the actual Vehicle, sometimes it will be the some but sometimes it will not be.
// NumberOfTimes: Button bar Number starting from 1
// X,Y,Z: Where you want to be at when you fire.
// 
#endregion


#region Examples
#endregion


#region Usings
using System;
using System.Collections.Generic;
using System.Linq;

using Honorbuddy.QuestBehaviorCore;
using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.WaterBehavior
{
	[CustomBehaviorFileName(@"WaterBehavior")]
	public class WaterBehavior : CustomForcedBehavior
	{

		public WaterBehavior(Dictionary<string, string> args)
			: base(args)
		{
			QBCLog.BehaviorLoggingContext = this;

			try
			{

				QBCLog.Warning("*****\n"
							+ "* THIS BEHAVIOR IS DEPRECATED, and will be retired on July 31th 2012.\n"
							+ "*\n"
							+ "* WaterBehavior adds _no_ _additonal_ _value_ over the CollectThings behavior.\n"
							+ "* Please update the profile to use the CollectThings behavior."
							+ "*****");


				// QuestRequirement* attributes are explained here...
				//    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
				// ...and also used for IsDone processing.
				Location = GetAttributeAsNullable<WoWPoint>("", true, ConstrainAs.WoWPointNonEmpty, null) ?? WoWPoint.Empty;
				MobId = GetAttributeAsNullable<int>("MobMountId", false, ConstrainAs.MobId, new[] { "MobId", "NpcId", "NpcID" }) ?? 0;
				ObjectIds = GetNumberedAttributesAsArray("ObjectId", 0, ConstrainAs.ObjectId, new[] { "ObjectID" });
				QuestId = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
				QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
				QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				QBCLog.Exception(except);
				IsAttributeProblem = true;
			}
		}


		// Attributes provided by caller
		public WoWPoint Location { get; private set; }
		public int MobId { get; private set; }
		public int[] ObjectIds { get; private set; }
		public int QuestId { get; private set; }
		public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
		public QuestInLogRequirement QuestRequirementInLog { get; private set; }

		// Private variables for internal state
		private bool _isBehaviorDone;
		private bool _isDisposed;
		private Composite _root;

		// Private properties
		private int Counter { get; set; }
		private LocalPlayer Me { get { return (StyxWoW.Me); } }

		// DON'T EDIT THESE--they are auto-populated by Subversion
		public override string SubversionId { get { return ("$Id: WaterBehavior.cs 1581 2014-06-27 02:34:30Z Mainhaxor $"); } }
		public override string SubversionRevision { get { return ("$Revision: 1581 $"); } }


		~WaterBehavior()
		{
			Dispose(false);
		}


		public void Dispose(bool isExplicitlyInitiatedDispose)
		{
			if (!_isDisposed)
			{
				// NOTE: we should call any Dispose() method for any managed or unmanaged
				// resource, if that resource provides a Dispose() method.

				// Clean up managed resources, if explicit disposal...
				if (isExplicitlyInitiatedDispose)
				{
					// empty, for now
				}

				// Clean up unmanaged resources (if any) here...
				TreeRoot.GoalText = string.Empty;
				TreeRoot.StatusText = string.Empty;

				// Call parent Dispose() (if it exists) here ...
				base.Dispose();
			}

			_isDisposed = true;
		}


		private List<WoWUnit> NpcList
		{
			get
			{
				return ObjectManager.GetObjectsOfType<WoWUnit>()
											.Where(u => u.Entry == MobId && !u.IsDead)
											.OrderBy(u => u.Distance).ToList();
			}
		}

		private List<WoWUnit> LootList
		{
			get
			{
				return ObjectManager.GetObjectsOfType<WoWUnit>()
											.Where(u => u.Entry == MobId && u.IsDead && u.Lootable)
											.OrderBy(u => u.Distance)
											.ToList();
			}
		}

		public List<WoWGameObject> ObjectList
		{
			get
			{
				return ObjectManager.GetObjectsOfType<WoWGameObject>()
										.Where(u => ObjectIds.Contains((int)u.Entry) && !u.InUse && !u.IsDisabled)
										.OrderBy(u => u.Distance)
										.ToList();
			}
		}

		WoWSpell RangeSpell
		{
			get
			{
				switch (Me.Class)
				{
					case Styx.WoWClass.Druid:
						return SpellManager.Spells["Starfire"];
					case Styx.WoWClass.Hunter:
						return SpellManager.Spells["Arcane Shot"];
					case Styx.WoWClass.Mage:
						return SpellManager.Spells["Frost Bolt"];
					case Styx.WoWClass.Priest:
						return SpellManager.Spells["Shoot"];
					case Styx.WoWClass.Shaman:
						return SpellManager.Spells["Lightning Bolt"];
					case Styx.WoWClass.Warlock:
						return SpellManager.Spells["Curse of Agony"];
					default: // should never get to here but adding this since the compiler complains
						return SpellManager.Spells["Auto Attack"]; ;

				}
			}
		}

		bool isRanged
		{
			get
			{
				return (Me.Class == WoWClass.Druid &&
					(SpellManager.HasSpell("balanceSpell") || SpellManager.HasSpell("RestoSpell")) ||
					Me.Class == WoWClass.Shaman &&
					(SpellManager.HasSpell("ElementalSpell") || SpellManager.HasSpell("RestoSpell")) ||
					Me.Class == WoWClass.Hunter || Me.Class == WoWClass.Mage || Me.Class == WoWClass.Priest ||
					Me.Class == WoWClass.Warlock);
			}
		}

		int range
		{
			get
			{
				if (isRanged)
				{
					return 25;
				}
				else
				{
					return 3;
				}
			}
		}


		#region Overrides of CustomForcedBehavior.

		protected override Composite CreateBehavior()
		{
			return _root ?? (_root =
				new PrioritySelector(

							new Decorator(ret => (Me.QuestLog.GetQuestById((uint)QuestId) != null && Me.QuestLog.GetQuestById((uint)QuestId).IsCompleted),
								new Sequence(
									new Action(ret => TreeRoot.StatusText = "Finished!"),
									new WaitContinue(120,
										new Action(delegate
										{
											_isBehaviorDone = true;
											return RunStatus.Success;
										}))
									)),

							new Decorator(ret => Me.GetMirrorTimerInfo(MirrorTimerType.Breath).CurrentTime < 20000 && Me.GetMirrorTimerInfo(MirrorTimerType.Breath).CurrentTime != 0,
								new Sequence(
									new Action(ret => TreeRoot.StatusText = "Finished!"),
									new Action(ret => WoWMovement.ClickToMove(Location)),
									new Sleep(100)
								)),

						   new Decorator(ret => LootList.Count > 0,
								new Sequence(
									new DecoratorContinue(ret => !LootList[0].WithinInteractRange,
										new Sequence(
											new Action(ret => TreeRoot.StatusText = "Moving to Loot - " + LootList[0].Name + " Yards Away " + LootList[0].Location.Distance(Me.Location)),
											new Action(ret => WoWMovement.ClickToMove(LootList[0].Location)),
											new Sleep(300)
											)
									),
									new DecoratorContinue(ret => LootList[0].WithinInteractRange,
										new Sequence(
										new Action(ret => TreeRoot.StatusText = "Looting - " + LootList[0].Name),
										new Action(ret => WoWMovement.MoveStop()),
										new Action(ret => LootList[0].Interact()),
										new Sleep(1000)
											))
									)),

						   new Decorator(ret => NpcList.Count == 0 || ObjectList.Count == 0,
								new Sequence(
										new Action(ret => TreeRoot.StatusText = "Moving To Location - X: " + Location.X + " Y: " + Location.Y),
										new Action(ret => Navigator.MoveTo(Location)),
										new Sleep(100)
									)
								),

						   new Decorator(ret => NpcList.Count > 0,
								new Sequence(
									new DecoratorContinue(ret => NpcList[0].Location.Distance(Me.Location) > range,
										new Sequence(
											new Action(ret => TreeRoot.StatusText = "Moving to Mob - " + NpcList[0].Name + " Yards Away " + NpcList[0].Location.Distance(Me.Location)),
											new Action(ret => WoWMovement.ClickToMove(NpcList[0].Location)),
											new Sleep(300)
											)
									),
									new DecoratorContinue(ret => NpcList[0].Location.Distance(Me.Location) <= range,
										new Sequence(
										new Action(ret => TreeRoot.StatusText = "Attacking Mob - " + NpcList[0].Name + " With Spell: " + RangeSpell.Name),
										new Action(ret => WoWMovement.MoveStop()),
										new Action(ret => NpcList[0].Target()),
										new Action(ret => NpcList[0].Face()),
										new Sleep(200),
										new Action(ret => SpellManager.Cast(RangeSpell)),
										new Sleep(300)
											))
									)),

							new Decorator(ret => ObjectList.Count > 0,
								new Sequence(
									new DecoratorContinue(ret => !ObjectList[0].WithinInteractRange,
										new Sequence(
											new Action(ret => TreeRoot.StatusText = "Moving to Object - " + ObjectList[0].Name + " Yards Away " + ObjectList[0].Location.Distance(Me.Location)),
											new Action(ret => WoWMovement.ClickToMove(ObjectList[0].Location)),
											new Sleep(300)
											)
									),
									new DecoratorContinue(ret => ObjectList[0].WithinInteractRange,
										new Sequence(
										new Action(ret => TreeRoot.StatusText = "Opening Object - " + ObjectList[0].Name),
										new Action(ret => WoWMovement.MoveStop()),
										new Action(ret => ObjectList[0].Interact()),
										new Sleep(1000),
										new Action(ret => Counter++)
											))
									))
					));
		}


		public override void Dispose()
		{
			Dispose(true);
			GC.SuppressFinalize(this);
		}


		public override bool IsDone
		{
			get
			{
				return (_isBehaviorDone     // normal completion
						|| !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
			}
		}


		public override void OnStart()
		{
			// This reports problems, and stops BT processing if there was a problem with attributes...
			// We had to defer this action, as the 'profile line number' is not available during the element's
			// constructor call.
			OnStart_HandleAttributeProblem();

			// If the quest is complete, this behavior is already done...
			// So we don't want to falsely inform the user of things that will be skipped.
			if (!IsDone)
			{
				this.UpdateGoalText(QuestId);
			}
		}

		#endregion
	}
}

